Table Top Variant Rules, v. 1.031 Updated October 27, 2002. The Table Top Variant Rules (TTV) are a set of lightweight scripts and objects designed to help bring more of the feel, flavor, and fun of the third edition 'Pen & Paper' (PnP) Dungeons and Dragons game to Neverwinter Nights. It's something of a small compromise between the realities of online computer games, and the P&P game. These rules are not intended to force PnP rules upon a very different medium. Real-time, remote multiplayer play is very different from sitting around a table with friends in a turn-based game. Some things which work for the table-top will never cleanly work in Neverwinter Nights, or any D&D computer game. But there are a few missing elements that add to the experience, and TTV is geared to provide just that, without a huge overhead or colossal module-merging tasks.
Can anyone help with a small (!) request ? I was hoping to insert the sleeping effects on resting into the script : Ie, the blindness, the bedroll and the snoring that the HCR has. Can anyone post a modified TTV OnRest script ??
Posted by Frag at 2003-01-2011:10:00
I don't know if anyone has noticed this, but there are some unfortunate bugs that crash servers if used with multiplayer modules. If you pick up a dead player corpse, then try to barter the corpse with another player, it will crash the server everytime. Just though I'd pass this on, perhaps someone will find this usefull.
Posted by Frag at 2003-01-1306:59:00
Hi Sgain, Many thanks for the help with this. It turns out that I had not actually chosent to overwrite any files when I first installed the ERF. I knew it had to be something silly like that. Everything is now all good :) Just as a note to CoyotePrime, it might be a nice idea to redo the READMEs a bit to mention that it's only 1 ERF now, and perhaps expand the installation guide a bit, perhaps add a Troubleshooting section with tips on solving some common problems? Just a friendly suggestion of course :) Thanks to everyone for their help and hard work! Frag
Posted by Sgain at 2003-01-1215:53:00
Hiya Frag; You have to do the following to get your experiance to work; first off install the TTV.erf Then look at the scripts (right hand side of the builder window) look for nw_c2_default7 (this should have installed with the erf) take a look at it (you'll see that is modified), copy it to your notepad (righ click and drag). Now take any creature and put it on your map click on the properties of that creature click on scripts open the onDeath script (nw_c2_default7) detete all the stuff in the script copy and paste the earlier version of nw_c2_default7 from your notepad. compile the script violia! you now have modified the nw_c2_default7 script to the TTV standard. check this by taking another monster and putting it on the map, check its properties and look at its onDeath script and open it..see if its the TTV version... if so your ready to play test your module. If not, try cutting and pasting the modified nw_c2_default7 script again and saving your game. I hope this helps...it takes me like 2 seconds to do this (once I figured it out), but its a lot harder to explain. cya Sgain
Posted by Frag at 2003-01-1211:52:00
OK, just as an update, I have tried this now with equal character level vs. CR and above but still no joy getting the XP system to work. I've read and reread all the documentation but found nothing to help this problem. I'm sure it's something I'm missing or haven't done, so I'd appreciate some advice :)
Posted by Frag at 2003-01-1211:20:00
I like TTV overall, but I'm having some integration problems. Mainly, the XP script. I've read through the installation files and all the posts thoroughly and I've put everything where it's supposed to go, but I am no getting the two XP messages upon a kill. The XP module slider is set to 0 also. All I get upon a kill is a 0 XP gained message. I've tried it with different level characters against different CR encounters, but no joy. For example, I tried a level 2 fighter against some goblins, figuring the CR wouldn't be too far out of range for level 2. Is the XP script supposed to go somewhere? Or am I just missing something really obvious? The installation really only tells you how to change the various module events, which I have done. Everything else seems to work, just this XP thing. I would really appreciate some help with this. Thanks, Frag P.S. The website and readmes mention 5 ERFs in the zip, but there's only 1 which I presumed was everything.
Posted by Sgain at 2003-01-1021:20:00
MJ if you read the readme.. I'm pretty sure you'll find that your character doesn't totally heal all the time when they rest, unless they are in a 'safe resting' zone. At least thats what I've noticed, though my players always rest back at their camps to avoid random encounters... cya Sgain
Posted by MJ at 2003-01-0903:21:00
Has anyone else been getting complaints about "magical damage" occurring to players when resting? I've had several players of my mods complaining that they're actually taking damage after resting...
Posted by Sgain at 2003-01-0319:50:00
yep I still get the 1 exp point every once in a while (I don't always notice when it happens). I don't really mind it all that much, as I look at it as 'survival experience', meaning if you don't get killed for a long period of time you accrue a tiny bit of experience. cya Sgain
Posted by Turold at 2002-12-2806:46:00
May have been reported already, but I think the xp bug is still there except much reduced. I upgraded to the newest version, but occasionally I still see the "1 xp gain". Again it doesn't seem that anything is happening.